﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using Please_starve.Common.Managers;

namespace Please_starve.Effects
{
    public static class GlobalEffects
    {
        public static BasicEffect basicEffect;

        static GlobalEffects()
        {

            basicEffect = new BasicEffect(GameServices.GetService<GraphicsDevice>());

            basicEffect.Alpha = 1.0f;
            //basicEffect.DiffuseColor = new Vector3(0.5f, 0.5f, 0.5f);
            basicEffect.DiffuseColor = new Vector3(1, 1, 1);
            basicEffect.SpecularColor = new Vector3(0.25f, 0.25f, 0.25f);
            basicEffect.SpecularPower = 5.0f;
            basicEffect.AmbientLightColor = new Vector3(0.75f, 0.75f, 0.75f);


            /*
            basicEffect.DirectionalLight0.Enabled = true;
            basicEffect.DirectionalLight0.DiffuseColor = Vector3.One;
            basicEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(1.0f, -1.0f, -1.0f));
            basicEffect.DirectionalLight0.SpecularColor = Vector3.One;

            basicEffect.DirectionalLight1.Enabled = true;
            basicEffect.DirectionalLight1.DiffuseColor = new Vector3(1f, 1f, 1f);
            basicEffect.DirectionalLight1.Direction = Vector3.Normalize(new Vector3(-1.0f, -1.0f, 1.0f));
            basicEffect.DirectionalLight1.SpecularColor = new Vector3(0.5f, 0.5f, 0.5f);
            */

            basicEffect.LightingEnabled = true;
            basicEffect.TextureEnabled = true;


        }
    }
}
